5 ms·
Those servers are still available in CSGO too. 3kliksphilip recently did a video[1] with someone who plays on one. Interesting insight into the kind of player w
by kiddico 8y ago
Those servers are still available in CSGO too. 3kliksphilip recently did a video[1] with someone who plays on one. Interesting insight into the kind of player who cheats.
[1] https://www.youtube.com/watch?v=gniSF1M9g_o& https://www.youtube.com/watch?v=gniSF1M9g_o&
- gnarcoregrizz 8y agoNeat. I used to love the hack vs hack servers. The cheats were a bit more primitive back then, so I imagine hvh isn't as fun nowadays since all cheats are very advanced... I remember when xqz2 first came out - the first opengl-based client cheat for the half-life engine. It was simply a wallhack at first, and evolved to a primitive aimbot I believe. Anyway, they started to get pretty sophisticated around cs 1.4 or 1.5. The real breakthrough was the client aimbot which hooked into the game (using function trampolines) rather than opengl, and was instantly fast, but it was still a little inaccurate because it used hardcoded constants for offsets from the center of the player model to the head. It eventually got a bit more sophisticated with hitbox aimbots I believe. The next breakthrough was "nospread" which basically allowed you to fire your gun with laser accuracy. I remember how it worked - to make accuracy random the game used a pseudo RNG which was seeded with the game's current tick, that way the spread was shared by both the client and the server. The cheat calculated the future spread by using the game's next tick (current tick + 1) for the RNG seed and setting the player's view angle to the inverse of that. If you watched the player, it looked like they had a shaky crosshair. You could be bunnyhopping around with any gun and get insta headshots with 100% accuracy. Each gun had its own spread constant so these had to be hardcoded into the cheat, and adjusted based on whether or not they were crouching or standing. The last major breakthrough was "autowall," which would only shoot through a wall if it was a guaranteed hit. After this, cheats and hvh servers got more boring with marginal improvements only. All of this got me into programming and I learned a lot, both about some game internals and operating systems. No ragrets
- kiddico 8y agoAt this point it's less about the quality of the hacks, but how the players use them. Now that everyone can wallbang well map knowledge is extra important. You need to know where is and isn't safe to stand. Wallhacks completely remove early game tactics too. Instead of having a game centered around information gathering each side is already completely aware of the game state. No being sneaky. Sometimes people jokingly say that it would be cool if there was a second Olympics with steroid and genetically engineered participants. Concerns for player health and blah blah blah stops that from happening. Not in CS though! Crank the aimbots up to 11 and have em duke it out! I love it.
- gnarcoregrizz 8y agoThat makes sense. I haven't played in a hvh since 1.6 so I'm not up to date on the current scene. Back then, if you had the better cheats you basically outright won, it was an arms race rather than a competition. Good times!